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Michael Abrash S Graphics Programming Black Book

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Michael Abrash s Graphics Programming Black Book

Michael Abrash s Graphics Programming Black Book Book
Author : Michael Abrash
Publisher : Coriolis Group
Release : 1997
ISBN : 9781576101742
Language : En, Es, Fr & De

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Book Description :

No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.

Power Graphics Programming

Power Graphics Programming Book
Author : Michael Abrash
Publisher : Que Pub
Release : 1989
ISBN : 9780880225007
Language : En, Es, Fr & De

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Book Description :

Collects articles on programming, techniques, and applications for using EGA/VGA graphics

Zen of Assembly Language Knowledge

Zen of Assembly Language  Knowledge Book
Author : Michael Abrash
Publisher : Scott Foresman Trade
Release : 1990-01-01
ISBN : 9780673386021
Language : En, Es, Fr & De

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Book Description :

The most comprehensive treatment of advanced assembler programming ever published, this book presents a way of programming that involves intuitive, right-brain thinking. Also probes hardware aspects that affect code performance and compares programming techniques.

Real Time Rendering

Real Time Rendering Book
Author : Tomas Akenine-Möller,Eric Haines,Naty Hoffman
Publisher : A K Peters, Ltd.
Release : 2008-07-25
ISBN : 1439865299
Language : En, Es, Fr & De

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Book Description :

Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures.

Game Engine Black Book

Game Engine Black Book Book
Author : Fabien Sanglard
Publisher : Software Wizards
Release : 2017-08-31
ISBN : 0987650XXX
Language : En, Es, Fr & De

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Book Description :

How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you. This is an engineering book. You will not find much prose in here (the author’s English is broken anyway.) Instead, this book has only bit of text and plenty of drawings attempting to describe in great detail the Wolfenstein 3D game engine and its hardware, the IBM PC with an Intel 386 CPU and a VGA graphic card. Game Engine Black Book details techniques such as raycasting, compiled scalers, deferred rendition, VGA Mode-Y, linear feedback shift register, fixed point arithmetic, pulse width modulation, runtime generated code, self-modifying code, and many others tricks. Open up to discover the architecture of the software which pioneered the First Person Shooter genre.

Zen of Code Optimization

Zen of Code Optimization Book
Author : Michael Abrash
Publisher : Coriolis Group
Release : 1994
ISBN : 9781883577032
Language : En, Es, Fr & De

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Book Description :

Michael Abrash explores the inner workings of all Intel-based PCs including the hot new Pentium. This is the only book available that provides practical and innovative "right-brain" approaches to writing fast PC software using C/C++ and assembly language. This book is packed with "from the trenches" programming secrets and features "undocumented" Pentium programming tips. Provides hundreds of optimized coding examples.

Assembly Language

Assembly Language Book
Author : Jeff Duntemann
Publisher : Wiley
Release : 1992-10-06
ISBN : 9780471578147
Language : En, Es, Fr & De

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Book Description :

Begins with the most fundamental, plain-English concepts and everyday analogies progressing to very sophisticated assembly principles and practices. Examples are based on the 8086/8088 chips but all code is usable with the entire Intel 80X86 family of microprocessors. Covers both TASM and MASM. Gives readers the foundation necessary to create their own executable assembly language programs.

Real Time Rendering Fourth Edition

Real Time Rendering  Fourth Edition Book
Author : Tomas Akenine-Mo ̈ller,Eric Haines,Naty Hoffman
Publisher : CRC Press
Release : 2018-08-06
ISBN : 1351816152
Language : En, Es, Fr & De

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Book Description :

Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and o

Programming Linux Games

Programming Linux Games Book
Author : Loki Software, Inc,John R. Hall
Publisher : No Starch Press
Release : 2001
ISBN : 1886411492
Language : En, Es, Fr & De

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Book Description :

Explains how to build a scrolling game engine, play sound effects, manage compressed audio streams, build multiplayer games, construct installation scripts, and distribute games to the Linux community.

CSS Secrets

CSS Secrets Book
Author : Lea Verou
Publisher : "O'Reilly Media, Inc."
Release : 2015-06-04
ISBN : 1449372767
Language : En, Es, Fr & De

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Book Description :

In this practical guide, CSS expert Lea Verou provides 47 undocumented techniques and tips to help intermediate-to advanced CSS developers devise elegant solutions to a wide range of everyday web design problems. Rather than focus on design, CSS Secrets shows you how to solve problems with code. You'll learn how to apply Lea's analytical approach to practically every CSS problem you face to attain DRY, maintainable, flexible, lightweight, and standards-compliant results. Inspired by her popular talks at over 60 international web development conferences, Lea Verou provides a wealth of information for topics including: Backgrounds and Borders Shapes Visual Effects Typography User Experience Structure and Layout Transitions and Animations

The Computer Graphics Manual

The Computer Graphics Manual Book
Author : David Salomon
Publisher : Springer Science & Business Media
Release : 2011-09-18
ISBN : 0857298860
Language : En, Es, Fr & De

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Book Description :

This book presents a broad overview of computer graphics (CG), its history, and the hardware tools it employs. Covering a substantial number of concepts and algorithms, the text describes the techniques, approaches, and algorithms at the core of this field. Emphasis is placed on practical design and implementation, highlighting how graphics software works, and explaining how current CG can generate and display realistic-looking objects. The mathematics is non-rigorous, with the necessary mathematical background introduced in the Appendixes. Features: includes numerous figures, examples and solved exercises; discusses the key 2D and 3D transformations, and the main types of projections; presents an extensive selection of methods, algorithms, and techniques; examines advanced techniques in CG, including the nature and properties of light and color, graphics standards and file formats, and fractals; explores the principles of image compression; describes the important input/output graphics devices.

Game Programming Algorithms and Techniques

Game Programming Algorithms and Techniques Book
Author : Sanjay Madhav
Publisher : Addison-Wesley Professional
Release : 2013-12-16
ISBN : 0133463230
Language : En, Es, Fr & De

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Book Description :

Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav’s game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today’s wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology

Graphics for the IBM PC

Graphics for the IBM PC Book
Author : Dan Illowsky,Michael Abrash
Publisher : Unknown
Release : 1984
ISBN : 0987650XXX
Language : En, Es, Fr & De

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Book Description :

Getting started with your PC. Getting stated with BASIC. Introduction to the tutorial. Medium-resolution graphics - the PSET statement. The POINT function. The LINE statement. Ellipses, arcs, and wedges - the CIRCLE statement. The PAINT statement - the artist's brush. A pie chart program. Animation from BASIC - the GET and PUT statements. Blockbuster - an arcade-style game. The DRAW statement - a language within a language. A character generation package. High-resolution graphics mode. A function-graphing program. Text-mode graphics. Racecar - an arcade-style game. Summary of the tutorial. A grab bag of graphics tricks. Inside PC graphics. The set of characters available from BASIC. The full 255 character set of the IBM PC. Decimal, hexadecimal, and binary conversion table. Glossary.

Zen of Graphics Programming

Zen of Graphics Programming Book
Author : Michael Abrash
Publisher : Unknown
Release : 1997-08-01
ISBN : 9780788150654
Language : En, Es, Fr & De

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Book Description :

This book is complete with clear technical metaphors & humorous anecdotes to help you master the complex black art of writing graphics applications & animation software. Learn how to program the VGA & make it do things you never through possible. Discover the undocumented tricks used by programmers to create amazing 2-D & 3-D games. You'll be awestruck by the speed of the graphics code you can write for your PC. There are no complex algorithms or academic discussions. Provides proven, step-by-step methods for explaining high-speed graphics programming. Includes disk.

Graphics Programming with Perl

Graphics Programming with Perl Book
Author : Verbruggen
Publisher : Manning Publications
Release : 2002-06-01
ISBN : 9781930110021
Language : En, Es, Fr & De

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Book Description :

A reference and introduction to graphics programming with Perl and Perl modules that includes simple graphics recipes and techniques for designing flexible graphics software.

Cross Platform GUI Programming with wxWidgets

Cross Platform GUI Programming with wxWidgets Book
Author : Julian Smart,Kevin Hock with,Stefan Csomor
Publisher : Prentice Hall Professional
Release : 2005-07-26
ISBN : 9780321629975
Language : En, Es, Fr & De

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Book Description :

"This book is the best way for beginning developers to learn wxWidgets programming in C++. It is a must-have for programmers thinking of using wxWidgets and those already using it." –Mitch Kapor, founder of Lotus Software and the Open Source Applications Foundation Build advanced cross-platform applications that support native look-and-feel on Windows, Linux, Unix, Mac OS X, and even Pocket PC Master wxWidgets from start to finish–even if you've never built GUI applications before Leverage advanced wxWidgets capabilities: networking, multithreading, streaming, and more Foreword by Mitch Kapor, founder, Lotus Development and Open Source Application Foundation wxWidgets is an easy-to-use, open source C++ API for writing GUI applications that run on Windows, Linux, Unix, Mac OS X, and even Pocket PC–supporting each platform's native look and feel with virtually no additional coding. Now, its creator and two leading developers teach you all you need to know to write robust cross-platform software with wxWidgets. This book covers everything from dialog boxes to drag-and-drop, from networking to multithreading. It includes all the tools and code you need to get great results, fast. From AMD to AOL, Lockheed Martin to Xerox, world-class developers are using wxWidgets to save money, increase efficiency, and reach new markets. With this book, you can, too. wxWidgets quickstart: event/input handling, window layouts, drawing, printing, dialogs, and more Working with window classes, from simple to advanced Memory management, debugging, error checking, internationalization, and other advanced topics Includes extensive code samples for Windows, Linux (GTK+), and Mac OS X

Michael Abrash s Zen of Graphics Programming

Michael Abrash s Zen of Graphics Programming Book
Author : Michael Abrash
Publisher : Unknown
Release : 1995
ISBN : 9781883577087
Language : En, Es, Fr & De

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Book Description :

Bestselling author Michael Abrash is back. This time he takes on one of his great passions--fast PC graphics programming. This unique "Zen" book is the complete guide to mastering the art of graphics, from VGA hardware programming secrets to fast 3D animation and texture mapping. Disk contains the C/C++ and assembly language source code presented in the book, including fast 3-D animation utilities.

Tricks of the 3D Game Programming Gurus

Tricks of the 3D Game Programming Gurus Book
Author : André LaMothe
Publisher : Sams Publishing
Release : 2003
ISBN : 9780672318351
Language : En, Es, Fr & De

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Book Description :

Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool! But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the

Polygons Feel No Pain

Polygons Feel No Pain Book
Author : Ingemar Ragnemalm
Publisher : Createspace Independent Publishing Platform
Release : 2017-09-11
ISBN : 9781547237692
Language : En, Es, Fr & De

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Book Description :

Small size, low cost textbook in Computer Graphics programming using C and modern OpenGL. It covers a lot more than you might expect from a book this size. Mainly aimed at undergraduate university courses. The book uses the C programming language, with code prepared for C++ once you want it. Your code will be cross platform, working on Windows, Mac and Linux. This is part 1, focusing on graphics. Part 2, "So How Can We Make Them Scream?," covers more graphics but also other techniques that are important for game programming.

Arm System On Chip Architecture 2 E

Arm System On Chip Architecture  2 E Book
Author : Furber
Publisher : Pearson Education India
Release : 2001-09
ISBN : 9788131708408
Language : En, Es, Fr & De

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Book Description :

Download Arm System On Chip Architecture 2 E book written by Furber, available in PDF, EPUB, and Kindle, or read full book online anywhere and anytime. Compatible with any devices.